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Szico VII

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Everything posted by Szico VII

  1. I have to laugh when reading about the XBOne because otherwise I'd have to cry at the world.
  2. QEffects or similar is what you may have heard of. Its not a MAJOR change....
  3. You can double the size of all the individual stages if you want?
  4. You missed the w.
  5. *I can help with the mapping*
  6. Did you make it a detail brush?
  7. If you want to keep them as misc_models, you could always re-write a custom shader for the leaves and apply it to the model using the _remap key. No they dont.
  8. You can do that anyway....ROFF animations arent done via icarus are they?
  9. Basically it allows you to animate map objects from my understanding?
  10. What a pity JKA has absolutely no support for that..
  11. 2 things spring to mind 1) That water is lughtmapped so try lighting it better or writeva shader with no lightmap. 2) Try a tessSize of 128 or 64. Both require recompile unfortunately...
  12. Behold - A perhaps obsessive waste of time. All in Radiant! Screens taken in-game (Except #01)
  13. No worries man I've remade all the model screenshots and they're higher es now anyway.... and the version I made for map-craft never had pictures of the efx files? Probably a screen resolution thing. Dno how to make the wiki autoscale them to fit....
  14. We had a discussion RE the color of "radiation" (not that there is one in reality) I wanted green, others wanted yellow. So we went half way
  15. LAZARUS!!
  16. HD Download: CLICKME http://youtu.be/s9mrFoKO5xY With assistance from @@AshuraDX and @@mrwonko we now have interactive barrels that you can move around with force abilities, that are also destructable!
  17. What you really want is a way to get blendfund blend working with an envmap and no mask image..
  18. http://www.youtube.com/watch?v=s9mrFoKO5xY Thanks to everyone who helped get it working! - @@AshuraDX @@mrwonko
  19. Well if set_origin can be fixed I guess there's no need for the move command, so that would be awesome!
  20. Yes but then the entity is destroyed and doesn't respawn. Already tried it. And even if it did, it still wouldnt allow console spawned NPC's to operate correctly afaik.
  21. Too many for that unfortunately Well, eventually got it to work. Fx_runner does the damage, deathanim does the effect. Issues - The NPC corpse doesnt get removed, if you animate it to move under the floor the effect also goes under the floor. Currently using a "make invisible" script when it dies and then making it visible again on respawn to get around it. Seems to work alright. Wont work OFC with spawns via the console, only with the ones placed in radiant..Unelss you use lugormod to give spawned npcs deathscripts and spawnscripts.
  22. You need to give it: count: -1 targetname: npc1 npc_target: npc1 delay: 60 And then you need a trigger_once or a spawn script (targeting npc1) to spawn the vehicles at the start of the match. Once it is spawned once, it will respawn itself via its npc_target (which targets itself, npc1) The delay is how long before it'll respawn.
  23. Thats what we're looking into, We're also looking into using a trigger_hurt with animevents.cfg atm. Problem with that is that it requires a new GLA and animevens for every model, atm we're just using different skins on same model but want different death effects.
  24. Man, that might work but thats a lot of fx_runners and trigger entities and rooms to go through Because, really, you need 2 triggers on each side of every door, as npcs would be continuously activating the same script if it was covering an entire room.
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